Difference between revisions of "Differences From Classic"

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(Added fruit tree placement change.)
(start of reformatting)
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=World Generation and Spawn=
+
The current purpose of TNG is not to revise Classic, only to get a working version of the game in 1.12. However, rewriting TFC from scratch presents an opportunity to streamline or modify parts of the old gameplay that don't make sense six years after 1.7 was released. What follows is an incomplete list of these differences.
[[Image:Temperature_graph.png|thumb|250px|Classic average temperature vs TNG average temperatures]]
 
  
*Primordial Forest covers most of the world. Trees may get more or less dense along with other vegetation, but almost all area around spawn will be forested.
+
== Stone Age ==
*World spawn point is no longer affected by TFC. The vanilla location will be roughly within 250 blocks of x=0, z=0.
+
[[Image:Clay_indicators.png|thumb|250px|Various plant items that indicate a clay deposit]]
*z=0 is now in the temperate zone, so the range of temperature at spawn will include all four seasons.
 
*By default, the temperature gets warmer in the positive-z (south) direction for 20 k blocks, and then gets colder again, and the reverse for negative-z.
 
  
*Classic worlds had spawn at z between -5 k to -15 k, had max temp at z=0 that fell off to constant cold temperatures at roughly z=±25 k blocks and further.
+
=== Food ===
  
*Temperature can also be affected regionally, by up to ±3. This means moving east / west can see temperature changes, although not as drastic as moving north / south.
+
*Taste system is gone and won't be returning.
 +
*[[Food]] [[Weight|weights]] are gone. Each piece of food is roughly comparable to 5oz of food from Classic. The inputs for various barrel recipes vary on oz -> item count. Check a recipe mod like JEI for details and correct information in-game.
 +
*Decay works very differently. Every piece of food has creation and expiration dates. These can be extended by [[preservation]], and may prevent food from stacking. Combining food in the crafting grid meshes the decay dates, so foods can stack. This is important for compatibility.
 +
*Instead of the food pyramid groups (dairy, vegetable, fruit, protein, and grain), nutrition comes from the actual food content of carbohydrates, fats, protein, vitamins, and minerals. Milk is a great source of minerals, but they also come from some other items (soybeans, eggs, elderberries). If a non-TFC food item isn't explicitly configured, it will have a nutrition value of 1 carbohydrate.
  
==Nugget Generation==
+
==== Vessels ====
  
*Surface nuggets are created from ore bodies at or above 35 blocks below the lowest y-level exposed to air in the chunk, and within the 3x3 chunks around the chunk where the nugget spawned. This is a slight difference
+
*Both small and large vessels preserve food.
 
+
*See Forge section for additional uses of small vessels.
==Clay==
 
  
*[[Clay]] dirt (block found in natural clay deposits) is now affected by gravity.
+
=== Clay ===
  
 
+
* [[Clay]] dirt is now affected by gravity.
[[Image:Clay_indicators.png|thumb|250px|Various plant items that indicate a clay deposit]]
+
* Eight plants indicate Clay deposits:
 
+
{{Collapsible|collapsed=yes|hiddencontent=*Athyrium Fern (spawns in temperate regions, which is where the player initially spawns)
[[Image:Clay_indicators_world.png|thumb|250px|Four plants in June that indicate clay]]
 
===Indications of clay deposits===
 
See the [[Clay]] page for details on the different plants that now show where clay is.
 
 
 
*Athyrium Fern (the most common indicator near the usual spawn locations)
 
 
*Canna Lily
 
*Canna Lily
 
*Goldenrod
 
*Goldenrod
Line 33: Line 27:
 
*Rose
 
*Rose
 
*Water Canna
 
*Water Canna
*Yucca (except Yucca only spawns on clay in deserts, which never happens)
+
*Yucca (won't generate, because Yucca only spawns on clay in deserts, which don't have clay)|title=Clay Indicators}}
 +
*Plants now go through seasonal changes: flowering, blooming, and dying in the spring, summer, and fall respectively. Searching for a specific flower may not work, since flowering occurs only in summer.
  
Most plants will also go through seasonal changes - flowering in spring, blooming in summer, then dying down in fall and winter. This means that searching for specific flowers may not always work, as the flower may only be visible during specific months.
+
=== Fire ===
  
==Plants/Trees==
+
* To use [[Firestarter|Firestarters]], hold down right click for a few seconds until the action succeeds or fails, rather than releasing on your own.
 +
* Place items in a [[Pit kiln|Pit Kiln]] with {{Key|V}}. Pressing {{Key|Shift + V}} will place any item on the ground.
 +
* For a [[Firepit]], place 3 sticks, at least one log, and optionally 1-5 pieces of tinder (straw, paper, etc.). Tinder increases the chance of the firestarter working by 10% per piece.
  
*Many more flowers and plants generate in the world, depending on temperature and rainfall. They appear different through the seasons. On the other hand, tree leaves do not change colors according to the season.
+
== Bronze Age ==
  
*Many tree models are updated, and may be different sizes than before (e.g. White Cedar). Tree species vary by rainfall and temperature. See this Desmos [https://www.desmos.com/calculator/hq65w3kaoa graph] and this Google [https://docs.google.com/spreadsheets/d/1Ghw3dCmVO5Gv0MMGBydUxox_nwLYmmcZkGSbbf0QSAE/edit#gid=1614079313 spreadsheet] for details.
+
=== Metalworking ===
  
*Fruit trees are placed as a sapling and can bonemealed to the starting log. They do not automatically turn into a log on placement like Classic did.
+
*Empty ceramic molds hold heat even after the metal is removed, and will cool down at the usual rate. This will prevent them from stacking immediately.
 
 
==Mobs==
 
  
*Mob AI is still vanilla for deer, etc.
+
====Forge====
 
 
=In-world Creations=
 
 
 
== Firestarter ==
 
 
 
* To use firestarters, hold down right click for a few seconds until the action succeeds or fails, rather than releasing on your own.
 
 
 
==Pit Kilns==
 
 
 
*Place items in [[Pit Kiln|pit kilns]] or in world with "v" by default instead of shift-right-click. Sneak+"v" will place an item flat like rocks/nuggets.
 
 
 
==Firepits==
 
 
 
*To make a [[Firepit|firepit]], use 3 sticks, at least one log, and optionally 1-5 pieces of tinder (straw, paper, etc.). Tinder will increase the chance of success 10% per piece. To light, use the usual firestarter.
 
 
 
==Forge==
 
 
{{Collapsible|collapsed=yes|title=Forge Changes|hiddencontent=
 
{{Collapsible|collapsed=yes|title=Forge Changes|hiddencontent=
 
*Side slots cannot hold charcoal or ingots.
 
*Side slots cannot hold charcoal or ingots.
Line 75: Line 54:
 
*Food can be cooked in the forge, although it will burn if left unattended.
 
*Food can be cooked in the forge, although it will burn if left unattended.
 
}}
 
}}
==Anvils==
+
====Anvil====
  
*Welding still needs flux in the anvil, but otherwise happens outside of the GUI. Sneak+right click on anvil will place held items in slots, or remove them if hand is empty. To weld, sneak+right click on the anvil with a hammer in hand if flux and ingots are ready.
+
*Welding still needs flux in the anvil, but otherwise happens outside of the GUI. {{Key|Shift}} and {{Key|RMB}} on the anvil with a hammer in hand if flux and ingots are ready to weld. Placing items inside the anvil also works this way.
*[[Anvil]] GUI has been updated.
+
**[[Anvil]] GUI has been updated to reflect this.
 
*Worked ingots will have their plan reselected when they are placed back into the anvil.
 
*Worked ingots will have their plan reselected when they are placed back into the anvil.
 
*Rose Gold is no longer a suitable material for an anvil.
 
*Rose Gold is no longer a suitable material for an anvil.
  
==Crucibles==
+
====Crucible====
  
*Input slot on the crucible only holds one item. To avoid long waits between adding individual ingots or ore pieces to the crucible, either pre-heat them in a forge, or melt them in/into a small vessel. Individual metal items in the input slot will melt all at once, while molten metal will drain from containers in the input slot at the rate of 1 unit every 5 ticks, or an ingot's worth every 25 seconds. It is possible to get exact amounts out of vessels into the crucible, but it does take attention at the critical moments.
+
*Input slot on the crucible only holds one item.  
*Crucibles and alloys in general have a tolerance of 0.05%. If a few units of some other metal are added by mistake, alloy recipes may not be completely ruined. Note that as valid alloy fluid is removed, the percentage of the extra metal will increase until it interferes with the alloy. This usually happens only with the last ingot. This is a great improvement from Classic!
+
**To avoid long waits between adding individual ingots or ore pieces to the crucible, either pre-heat them in a forge, or melt them in/into a small vessel.  
 +
**Individual metal items in the input slot will melt at once, while molten metal will drain from containers at the rate of 1 unit every 5 ticks, or an ingot's worth every 25 seconds. Exact amounts can be poured from vessels, but it requires careful attention.
 +
*Crucibles and alloys in general have a tolerance of 0.05%. If a few units of some other metal are added by mistake, alloy recipes may not be completely ruined. Note that as valid alloy fluid is removed, the percentage of the extra metal will increase until it interferes with the alloy. This usually happens only with the last ingot.
 +
 
 +
=== Crafting ===
 +
 
 +
* Lumber is still the output from [[Log]]+[[Metal Tools|Saw]] recipe, but cannot be placed in the world. Like chiseling, use a different mod if this effect is desired.
 +
 
 +
==== Quern ====
 +
 
 +
* Quern base recipe is 3 smooth [[stone]] above 3 stone of any kind, raw or smoothed.
 +
*Quern handstone recipe is 3 stone of any kind with a stick handle.
 +
*Quern model and output display have been updated.
  
 
==Chiseling==
 
==Chiseling==
 +
 
*Chisel can be used in-world to smooth stone and carve out stairs or slabs. The keybind to change modes is 'm' by default.
 
*Chisel can be used in-world to smooth stone and carve out stairs or slabs. The keybind to change modes is 'm' by default.
 
*Hammer must be held in the off-hand to chisel in-world.
 
*Hammer must be held in the off-hand to chisel in-world.
 
*In-world chiseling of bits is gone. Other mods do this better, and we do not feel it necessary to re-implement.
 
*In-world chiseling of bits is gone. Other mods do this better, and we do not feel it necessary to re-implement.
 
*Smooth blocks are craftable with a chisel.
 
*Smooth blocks are craftable with a chisel.
 
==Lumber==
 
 
*Lumber is still the output from [[Log]]+[[Metal Tools|Saw]] recipe, but cannot be placed in the world. Like chiseling, use a different mod if this effect is desired.
 
  
 
==Sluices==
 
==Sluices==
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*Have no GUI.
 
*Have no GUI.
 
*Cannot be filled with a [[Gold Pan]].
 
*Cannot be filled with a [[Gold Pan]].
 
+
*A filled [[Gold Pan]] can be used with right click held at a water source block to pan for platinum, '''silver''', gold, or copper nuggets. This is more productive than Classic.<br />
==Quern==
 
*Quern base recipe is 3 smooth stone above 3 stone of any kind, raw or smoothed.
 
*Quern handstone recipe is 3 stone of any kind with a stick handle.
 
*Quern model and output display have been updated.
 
 
 
  
 
=The Player=
 
=The Player=
Line 122: Line 105:
 
*Prospecting skill increases only when the propick is clicked on ore blocks at least 192 blocks apart.
 
*Prospecting skill increases only when the propick is clicked on ore blocks at least 192 blocks apart.
 
*The three smithing skills have been merged into one "Smithing" skill - however there are still different categories internally, so you do have to smith different types of objects to attain full skill.
 
*The three smithing skills have been merged into one "Smithing" skill - however there are still different categories internally, so you do have to smith different types of objects to attain full skill.
 
==Food==
 
 
*Taste system is gone and won't be returning.
 
*Food weights are gone. Each piece of food is roughly comparable to 5oz of food from Classic 1.7 TFC for eating. The inputs for various barrel recipes vary on oz -> item count. Check a recipe mod like JEI for details and correct information in-game.
 
*Decay works very differently. Every piece of food has creation and expiration dates. These can be extended by preservation, and may prevent food from stacking. Combining food in the crafting grid meshes the decay dates, so foods can stack.
 
*These are an important compatibility changes, as otherwise TFC would need to tick every food stack in the world, in every inventory. This is a bad idea for performance and modded inventory consistency.
 
*Salting, Brining, Pickling, vinegar storage, and small and '''large''' vessels work for preservation.
 
*Instead of the food pyramid groups (dairy, vegetable, fruit, protein, and grain), nutrition comes from the actual food content of carbohydrates, fats, protein, vitamins, and minerals. Milk is a great source of minerals, but they also come from some other items (soybeans, eggs, elderberries). If a non-TFC food item isn't explicitly configured, it will have a nutrition value of 1 carbohydrate.
 
  
 
==Health==
 
==Health==
Line 142: Line 116:
 
*Barrels only contain fluids. They are still used for pickling, tanning, etc., but do not have a multiple-slot inventory.
 
*Barrels only contain fluids. They are still used for pickling, tanning, etc., but do not have a multiple-slot inventory.
 
*Barrel recipes use the quantity of items in the input slot as the minimum. If the recipe is valid, any excess non-converted fluid will be destroyed. A full barrel of alcohol requires 20 flour/sugar/apples. Souring that alcohol into vinegar requires 40 fruit items.
 
*Barrel recipes use the quantity of items in the input slot as the minimum. If the recipe is valid, any excess non-converted fluid will be destroyed. A full barrel of alcohol requires 20 flour/sugar/apples. Souring that alcohol into vinegar requires 40 fruit items.
*Both small and large vessels preserve food.
 
*See Forge section for additional uses of small vessels.
 
 
*Red/Blue steel buckets can be crafted into a vanilla bucket.
 
*Red/Blue steel buckets can be crafted into a vanilla bucket.
  
==Ceramics==
+
*
 +
 
 +
=World Generation and Spawn=
 +
[[Image:Temperature_graph.png|thumb|250px|Classic average temperature vs TNG average temperatures]]
 +
 
 +
*Primordial Forest covers most of the world. Trees may get more or less dense along with other vegetation, but almost all area around spawn will be forested.
 +
*World spawn point is no longer affected by TFC. The vanilla location will be roughly within 250 blocks of x=0, z=0.
 +
*z=0 is now in the temperate zone, so the range of temperature at spawn will include all four seasons.
 +
*By default, the temperature gets warmer in the positive-z (south) direction for 20 k blocks, and then gets colder again, and the reverse for negative-z.
 +
 
 +
*Classic worlds had spawn at z between -5 k to -15 k, had max temp at z=0 that fell off to constant cold temperatures at roughly z=±25 k blocks and further.
 +
 
 +
*Temperature can also be affected regionally, by up to ±3. This means moving east / west can see temperature changes, although not as drastic as moving north / south.
  
*Empty ceramic molds hold heat even after the metal is removed, and will cool down at the usual rate. This will prevent them from stacking immediately.
+
<br />
*A filled [[Gold Pan]] can be used with right click held at a water source block to pan for platinum, '''silver''', gold, or copper nuggets. This is more productive than Classic.
+
==Plants/Trees==
 +
 
 +
*Many more flowers and plants generate in the world, depending on temperature and rainfall. They appear different through the seasons. On the other hand, tree leaves do not change colors according to the season.
 +
 
 +
*Many tree models are updated, and may be different sizes than before (e.g. White Cedar). Tree species vary by rainfall and temperature. See this Desmos [https://www.desmos.com/calculator/hq65w3kaoa graph] and this Google [https://docs.google.com/spreadsheets/d/1Ghw3dCmVO5Gv0MMGBydUxox_nwLYmmcZkGSbbf0QSAE/edit#gid=1614079313 spreadsheet] for details.
 +
 
 +
*Fruit trees are placed as a sapling and can bonemealed to the starting log. They do not automatically turn into a log on placement like Classic did.
 +
 
 +
==Nugget Generation==
 +
 
 +
*Surface nuggets are created from ore bodies at or above 35 blocks below the lowest y-level exposed to air in the chunk, and within the 3x3 chunks around the chunk where the nugget spawned. This is a slight difference
  
 
=Unimplemented / Unused=
 
=Unimplemented / Unused=

Revision as of 02:27, 28 January 2020

The current purpose of TNG is not to revise Classic, only to get a working version of the game in 1.12. However, rewriting TFC from scratch presents an opportunity to streamline or modify parts of the old gameplay that don't make sense six years after 1.7 was released. What follows is an incomplete list of these differences.

Stone Age

Various plant items that indicate a clay deposit

Food

  • Taste system is gone and won't be returning.
  • Food weights are gone. Each piece of food is roughly comparable to 5oz of food from Classic. The inputs for various barrel recipes vary on oz -> item count. Check a recipe mod like JEI for details and correct information in-game.
  • Decay works very differently. Every piece of food has creation and expiration dates. These can be extended by preservation, and may prevent food from stacking. Combining food in the crafting grid meshes the decay dates, so foods can stack. This is important for compatibility.
  • Instead of the food pyramid groups (dairy, vegetable, fruit, protein, and grain), nutrition comes from the actual food content of carbohydrates, fats, protein, vitamins, and minerals. Milk is a great source of minerals, but they also come from some other items (soybeans, eggs, elderberries). If a non-TFC food item isn't explicitly configured, it will have a nutrition value of 1 carbohydrate.

Vessels

  • Both small and large vessels preserve food.
  • See Forge section for additional uses of small vessels.

Clay

  • Clay dirt is now affected by gravity.
  • Eight plants indicate Clay deposits:
Clay Indicators
  • Athyrium Fern (spawns in temperate regions, which is where the player initially spawns)
  • Canna Lily
  • Goldenrod
  • Pampas Grass
  • Russian Sage
  • Rose
  • Water Canna
  • Yucca (won't generate, because Yucca only spawns on clay in deserts, which don't have clay)


  • Plants now go through seasonal changes: flowering, blooming, and dying in the spring, summer, and fall respectively. Searching for a specific flower may not work, since flowering occurs only in summer.

Fire

  • To use Firestarters, hold down right click for a few seconds until the action succeeds or fails, rather than releasing on your own.
  • Place items in a Pit Kiln with V. Pressing Shift + V will place any item on the ground.
  • For a Firepit, place 3 sticks, at least one log, and optionally 1-5 pieces of tinder (straw, paper, etc.). Tinder increases the chance of the firestarter working by 10% per piece.

Bronze Age

Metalworking

  • Empty ceramic molds hold heat even after the metal is removed, and will cool down at the usual rate. This will prevent them from stacking immediately.

Forge

Forge Changes
  • Side slots cannot hold charcoal or ingots.
  • Side slots only hold one item each, and only those which can hold liquid and heat (currently only molds and small vessels).
  • Tool molds placed in the side slots will be filled if Tier I-II tool metals melt in the forge.
  • Small vessels will catch melted liquids from the forge, up to 4000 units.
  • Small vessels in each of the four side slots can catch different metals.
  • Small vessels can be heated in the forge, and will alloy their contents at Brilliant White temperature.
  • Anything that can normally be fired in a pit kiln can be fired in a forge, by letting it heat up to Brilliant White temperature.
  • Metal armor and weapons can be melted in the forge.
  • Food can be cooked in the forge, although it will burn if left unattended.


Anvil

  • Welding still needs flux in the anvil, but otherwise happens outside of the GUI. ⇧ Shift and Rmb.png Right Click on the anvil with a hammer in hand if flux and ingots are ready to weld. Placing items inside the anvil also works this way.
    • Anvil GUI has been updated to reflect this.
  • Worked ingots will have their plan reselected when they are placed back into the anvil.
  • Rose Gold is no longer a suitable material for an anvil.

Crucible

  • Input slot on the crucible only holds one item.
    • To avoid long waits between adding individual ingots or ore pieces to the crucible, either pre-heat them in a forge, or melt them in/into a small vessel.
    • Individual metal items in the input slot will melt at once, while molten metal will drain from containers at the rate of 1 unit every 5 ticks, or an ingot's worth every 25 seconds. Exact amounts can be poured from vessels, but it requires careful attention.
  • Crucibles and alloys in general have a tolerance of 0.05%. If a few units of some other metal are added by mistake, alloy recipes may not be completely ruined. Note that as valid alloy fluid is removed, the percentage of the extra metal will increase until it interferes with the alloy. This usually happens only with the last ingot.

Crafting

  • Lumber is still the output from Log+Saw recipe, but cannot be placed in the world. Like chiseling, use a different mod if this effect is desired.

Quern

  • Quern base recipe is 3 smooth stone above 3 stone of any kind, raw or smoothed.
  • Quern handstone recipe is 3 stone of any kind with a stick handle.
  • Quern model and output display have been updated.

Chiseling

  • Chisel can be used in-world to smooth stone and carve out stairs or slabs. The keybind to change modes is 'm' by default.
  • Hammer must be held in the off-hand to chisel in-world.
  • In-world chiseling of bits is gone. Other mods do this better, and we do not feel it necessary to re-implement.
  • Smooth blocks are craftable with a chisel.

Sluices

  • Can be put down into any level of flowing water.
  • Scan a 1 chunk radius for ores
  • Have a 5% chance of producing a nugget and a 5% chance of a gem every 5 seconds.
  • Are filled by floating sand or gravel into the sluice.
  • Float gems and ore nuggets out into the water block below the sluice.
  • Have no GUI.
  • Cannot be filled with a Gold Pan.
  • A filled Gold Pan can be used with right click held at a water source block to pan for platinum, silver, gold, or copper nuggets. This is more productive than Classic.

The Player

  • The back slot for barrels, anvils, large vessels, or quivers is gone. More than one anvil, sealed barrel or vessel in your inventory will result in extreme slowness and fatigue.
  • The 3x3 crafting grid is available via keybind (default 'C'), and opens a separate GUI. Access is not locked behind crafting a crafting table. This is still in flux.

Skills

  • Prospecting skill increases only when the propick is clicked on ore blocks at least 192 blocks apart.
  • The three smithing skills have been merged into one "Smithing" skill - however there are still different categories internally, so you do have to smith different types of objects to attain full skill.

Health

  • Experience does not affect player health. Nutrition values still do.

Items

Containers

  • Barrels only contain fluids. They are still used for pickling, tanning, etc., but do not have a multiple-slot inventory.
  • Barrel recipes use the quantity of items in the input slot as the minimum. If the recipe is valid, any excess non-converted fluid will be destroyed. A full barrel of alcohol requires 20 flour/sugar/apples. Souring that alcohol into vinegar requires 40 fruit items.
  • Red/Blue steel buckets can be crafted into a vanilla bucket.

World Generation and Spawn

Classic average temperature vs TNG average temperatures
  • Primordial Forest covers most of the world. Trees may get more or less dense along with other vegetation, but almost all area around spawn will be forested.
  • World spawn point is no longer affected by TFC. The vanilla location will be roughly within 250 blocks of x=0, z=0.
  • z=0 is now in the temperate zone, so the range of temperature at spawn will include all four seasons.
  • By default, the temperature gets warmer in the positive-z (south) direction for 20 k blocks, and then gets colder again, and the reverse for negative-z.
  • Classic worlds had spawn at z between -5 k to -15 k, had max temp at z=0 that fell off to constant cold temperatures at roughly z=±25 k blocks and further.
  • Temperature can also be affected regionally, by up to ±3. This means moving east / west can see temperature changes, although not as drastic as moving north / south.


Plants/Trees

  • Many more flowers and plants generate in the world, depending on temperature and rainfall. They appear different through the seasons. On the other hand, tree leaves do not change colors according to the season.
  • Many tree models are updated, and may be different sizes than before (e.g. White Cedar). Tree species vary by rainfall and temperature. See this Desmos graph and this Google spreadsheet for details.
  • Fruit trees are placed as a sapling and can bonemealed to the starting log. They do not automatically turn into a log on placement like Classic did.

Nugget Generation

  • Surface nuggets are created from ore bodies at or above 35 blocks below the lowest y-level exposed to air in the chunk, and within the 3x3 chunks around the chunk where the nugget spawned. This is a slight difference

Unimplemented / Unused

Since this project is in beta, there are several things which are not yet implemented. These items may or may not get added permitting developer's time to TFC-TNG. For an accurate and up-to-date to-do list, see github.

This includes:

  • Sulfur doesn't generate near lava.
  • Sandwich and salad creation.
  • Smoking and drying food.
  • Ceramic pots (new but unused).
  • Powder kegs.